rFactor 2 | Large GT3 BOP Update Released

Paul Jeffrey

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Studio 397 yesterday evening released a new BOP update and physics tweak to the 13 GT3 cars available within the simulation.
  • BOP performance updates applied.
  • Tweaks to sliding behaviour.
  • Updates to aero draft issues
Studio 397 last night released a new updated for the full GT3 collection of cars within rFactor 2, adding a number of physics tweaks and balance of performance modifications to the category in a bid to further close up the performance differences between the cars, and address some balance issues that have been reported within the category in recent weeks.

As well as the usual BOP updates, the new builds also contain changes developed in order to resolve an issue where cars would lose excessive grip when following closely within the slipstream of another driver, and also changes have been made to reduce the ability for a driver to excessively slide the car in order to gain additional laptime advantage.

rF2 GT3 Middle.jpg


GT3 BOP Update Notes:

Aston Martin Vantage GT3 v1.87

  • BoP adjustments: +5kg weight penalty, -1% engine power.
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Default setup: -1 to rear wing.
  • Recalculated fuel consumption.
Audi R8 GT3 2018 v1.89
  • BoP adjustments: -20kg weight penalty.
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • P4 is new default the rear wing,
  • Adjusted drivetrain losses (resulting in slightly more engine power on the wheels).
  • Adjusted aero drag.
  • Default setup: P4 rear wing, +1 to front and rear ARB, +0.352deg to rear toe in, +2 to TC, +14 to differential preload, -0.5deg to rear camber, +1 rear springs.
  • Recalculated fuel consumption.
Audi R8 GT3 2019 v1.61
  • BoP adjustments: -20kg weight penalty.
  • Adjusted total inertia, tweaks to default setup to make the car more stable.
    New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • P4 is new default the rear wing.
  • Adjusted drivetrain losses (resulting in slightly more engine power on the wheels).
  • Adjusted aero drag.
  • Default setup: P4 rear wing, +1 to front and rear ARB, +0.352deg to rear toe in, +2 to TC, +14 to differential preload, -0.5deg to rear camber, +1 to rear springs.
  • Recalculated fuel consumption.
Bentley Continental GT3 2020 v1.23
  • BoP adjustments: -20kg weight penalty.
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Adjusted drivetrain losses (resulting in more engine power on the wheels).
  • Adjusted aero drag, about 0.5% forward aero balance shift.
  • Default setup: +1 to TC.
  • Recalculated fuel consumption.
Bentley Continental GT3 2017 v2.89
  • BoP adjustments: +2% engine power.
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Fixed damper travel to bump stops (15mm more on front and 11mm on rear).
  • Increased maximum packer stack to 40mm.
  • Tweaks to inertia and center of gravity.
  • Readjusted aero balance and drag.
  • Lower (slower) steering rack ratio.
  • Adjusted differential locking rates.
  • Default setup: brake bias F54.2%, differential preload 120Nm.
  • Recalculated fuel consumption.
BMW M6 GT3 v1.79
  • BoP adjustments: +10kg weight penalty.
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Adjusted drivetrain inertia (resulting in slightly less engine power on the wheels).
  • Adjusted aero drag.
  • Recalculated fuel consumption.

Callaway C7 GT3-R v3.01
  • BoP adjustments: +10kg weight penalty, -1% engine power.
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Default setup: +1 to default rear wing.
  • Recalculated fuel consumption.
Ferrari 488 GT3 v1.45
  • new values for draft lifts (FW, RW and diffuser).
  • modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (means, less speed gain when drafting).
  • Adjusted aero drag.
  • Recalculated fuel consumption.
McLaren 650S GT3 v2.85
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Adjusted drivetrain losses (resulting in more engine power on the wheels).
  • Rebalanced aero balance and drag.
  • Fixed incorrect damper travel to bump stops.
  • Default setup: P4 rear wing.
  • Recalculated fuel consumption.
McLaren 720S GT3 v1.75
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Adjusted drivetrain losses (resulting in more engine power on the wheels).
  • Adjusted aero drag.
  • Fixed incorrect damper travel to bump stops.
  • Recalculated fuel consumption.
Mercedes AMG GT3 v2.95
  • BoP adjustments: -10kg weight penalty,
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
    Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • adjusted drivetrain losses (resulting in more engine power on the wheels).
  • Rebalanced aero balance and drag.
  • Default setup: +1 to TC, P10 rear wing.
  • Recalculated fuel consumption.
Porsche 991 GT3 v1.75
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Adjusted drivetrain losses (resulting in less engine power on the wheels).
  • Rebalanced aero balance, drag and rear downforce between rear wing and diffuser.
  • Adjusted center of gravity height and chassis inertia.
  • Fixed issue with damper travel to bump stops.
  • Default setup: P11 rear wing, +1 to TC, +2 to front and rear ARB, 0.117deg to front toein, +0.352deg to rear toe-in.
  • Recalculated fuel consumption.
Radical RXC GT3 2017 v2.85
  • New values for draft lifts (FW, RW and diffuser).
  • Modifications to yaw aero response (affects sliding sideways).
  • Tweaks to diffuser stalling parameters (the car is less snappy now, when bottoming out).
  • Reduced slipstreaming effects on drag (lower speed gain when drafting).
  • Rebalanced aero balance and drag.
  • Recalculated fuel consumption.


Original Source; Studio 397

rFactor 2 is available now, exclusively on PC.

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rF2 GT3 Footer.jpg
 
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What is the lap time issue?
GT3, at a track like Sebring, are roughly 2 seconds slower per lap than GTE cars. There is a clearly defined gap between GTE and GT3/D. But if you load a mixed field of GTE and GT3 cars and let them practice for an hour, there will be a mix of both categories throughout the standings. This mixing of lap times became pronounced when a BOP for the 1st 24hr Le Mans race was being readied. The GTE cars were posting times that were too fast (common for sims btw) and so they slowed the GTE cars which put them almost on par with the GT3 cars at tracks other than Le Mans.
 
As for creating mods using Mas2, i have no experience with that so I have no idea how
Here is a good and clear tutorial

With the amend you now will find the MAS2 or MAS2_x64 file in the following location: (your steam location)\Steam\steamapps\common\rFactor 2\Support\Tools ).
 
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This kind of licenses don't have a time limit. When ISI acquired the Chevrolette license for the cars in their game, that license covers the use of that specific content in RF2 forever. And the game is still RF2, is not a remaster, not a sequel. The developer changed, but the licenses stay. Of course when S397 makes a dlc with new content in they have to acquire the licenses for that. Same thing if they decide to make a most recent version of that Camaro. But in order to update that same specific car (the model and liveries available now in game) they don't need a new license.

If the license for the Camaro would be expired, the car would have to be removed from the game. But it's not.
It's just a matter of what S397 wants. They want to push the dlc content and the content that works well online. The other stuff come after. As I've said, eventually they will update everything, but they are not in a hurry.
They would only need a new license if they sell the same car/track again on a new title.
Some car's are where not allowed to change the colour scheme without permission.
As long as it stays in rF2 universe they can do almost anything they want with it.
 
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Considering this dumb 'racing cars get never obsolete' comment (the guy thought LMP1 would never become obsolete)

If S397 won't, they should had let users update them themselves - TBH, the Camaro would had made great AI cannon fodders
Thanks for missing the point and calling my comment dumb. Great way to communicate. LMP1 cars won't get obsolete in racing games and racing sims, especialy not as long as they are on the same grid as LMP2 and or GTE cars, that they infact raced against. The Oreca and the Ligier raced against the cars I mentioned and we even have the full selection of GTE cars with a mix of official and 3rd party mods, so I don't know where the problem is to fill a grid? For such a clever person like you it shouldn't be that hard to comprehend.

And the same applies for Camaro. Useless on it's own, but infact it's part of the sim and used in the Apex mod, so it makes perfect sense to update that car. The only thing that could be an obstacle are costs to extend the lisencing deal, something that some people here aren't aware of. I don't know why people see such a big issue in updating content or releasing new content that is a couple of years old but fits into the game. I would have no issues getting more lisenced F1 cars to give the Marussia or the BT44 or BT20 some company. I know lisencing full F1 grids is another discussion, but in theory it makes more sense than what Kunos did with one car from one year.

And of the end of the day real racing cars don't get obsolete. If you've actually visited some of the fantastic historic racing events you should know this. And to be on topic: why update the majority of the GT3 cars mentioned in this changelog? Most of them aren't relevant anymore.
 
Gee don't use a practice session as any sort of guide

At Spa Silverstone Virginia Sebring in practice GTE and GT3 are up and down

Try Qualifying GTE will be at top maybe a odd one slower


Run one lap in a AI race in ACC and AMS2 then restart do it 5 times
All the lap 1's almost look like replays :O_o:

Do the same in rF2 and starts are more varied cars change lines etc :roflmao:
 
Like here 1 GTE fails for some reason maybe bad traffic
That is what is good about rF2 always different sessions
Qualifying difference is 3-4 seconds

View attachment 449230
My two hour practice session with a mix of 44 GT3 and GTE cars had 6 of the top 10 times going to GT3 and another 5 in the next 10 spots.(11/20 GT3 scattered from 2nd on down) I'll give a Qual. session time to run tonight. But the cars should not be close at Sebring. If you started a GT3 and GTE with a rolling start at Sebring, the GTE should have gapped the GT3 before the first hairpin down by the Hotel.
 
Quallie should be much more proper ;)

For mine the biggest problem with all rf2 AI is how hard they come off the throttle in traffic then keeping blipping like crazy. People got to remember back when it was coded ISI hardly cared or bothered with the AI or how rF2 looked it was all about online and no matter what S397 do they are just not going to fix ingrained bugs. Smarter people then I have come to terms with that



btw to anyone else reading .....
If you like offline and like to resume races making rfmods first is absolutely mandatory and just a better way of managing AI

So read that guide posted above then make a offline server so you can swap cars in sessions without reloading :p
 
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I really like the feel of the cars now, but I fear the 720 is the new C7. Around Portland, and not only was the 720 my quickest, but it only took one quick lap that was supposed to be the warmup to beat all the others. That thing is super easy to drive. It always had great handling, and now that's matched with loads of power.



Ran the GT3s around Portland (its the only track I know I have a handle on, so driver error shouldn't be a factor, it's all about the cars)(stock setups, medium track wear and overcast). Got some really interesting results, and the cars all feel so unique. I really like how they feel now, a bit more weight to them. The slight floatiness is gone.
Mclaren 720s 1:09.452
Porsche 911 1:09.610
Bentley Cont 1:09.944
Corvette C7 1:10.057
Audi R8 1:10.229
Ferrari 488 1:10.266
Mercedes 1:10.300*
Radical RCX 1:10.359

-Mclaren was easily the best balanced, like last season. But now the power matches the handling. I only did one lap in the 720 and it was the fastest. No telling what it could do if pushed.
-The 911 is a wild one, but fast. Unlike the 720, I had to push. That time was probably the best lap Ive ever run here, and it was still 2/10ths off the 720.
-The boatley felt awful at first. It feels way heavier and really struggled to change direction. BUT once you've nailed the entry, it's on rails. I could corner faster in that than any car. It's a ton of fun to drive and stoof out as the biggest surprise.
-C7 is still balanced perfectly, it just lacks the unfair speed and braking advantage it had before. Still might be the easiest to drive.
-The audi is as slippery and fun as ever. Nothing has changed. It feels like it will kill the tyres over a race like last season.
-488 is bad. And good. Bad as in performance. I had to work HARD for that time. It lights up the tyres at the slightest throttle input and understeers like it's on ice. But it is a wonder to drive. The weight shifts around like it should and it feels the most like a race car. I absolutely loved driving it, but it's gonna be a struggle to match the others in it.
-the merc is broken. It's decently fast, I know I could have gone faster, but it's nauseating to drive so I bailed on it after a few laps. The front swings around like it's doing a wheelie and the ffb is awful. If you feel repentant for a sin you've done, you could punish yourself by driving this car.
-radical is the weirdest one to drive. It understeers on turn entry then grips and corners really well. But I had to saw the wheel like I was on a dirt track to keep it hooked up at all times. Could definitely go faster with more practice in it
 
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My two hour practice session with a mix of 44 GT3 and GTE cars

Was this all cars and tracks ?
Not saying you but another reason to use rfmod especially with bigger fields
is so you can pick individual skins to limit model numbers exactly as you wish
Otherwise you get more of the cars that have the most skins
Open GT3 race will have too many McLarens and Audi skins ( only 9 skins for 2 models ) will be repeated etc

Just because there are over 45 opponent skins doesn't mean that is what you get
Have a race like that you get things like 4 purple McLaren skins
 
Was this all cars and tracks ?
Not saying you but another reason to use rfmod especially with bigger fields
is so you can pick individual skins to limit model numbers exactly as you wish
Otherwise you get more of the cars that have the most skins
Open GT3 race will have too many McLarens and Audi skins ( only 9 skins for 2 models ) will be repeated etc

Just because there are over 45 opponent skins doesn't mean that is what you get
Have a race like that you get things like 4 purple McLaren skins
Understood, I was just going for a large number of cars at a known track. Steam is not working tonight, haven't figured out why, but i'll see what qual does for my group asap.

running Qualifying DID change things up with more GTE at the top, but there were still 2 GT3 in the top 10 and the rest of the order was intermixed. At Sebring events with the real IMSA cars, the slowest GTE is roughly 2 seconds faster than the fastest GT3. (IMSA uses GTD to denote GT3 ) There is no such pace gap with the rF2 DLC.
 
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I really like the feel of the cars now, but I fear the 720 is the new C7. Around Portland, and not only was the 720 my quickest, but it only took one quick lap that was supposed to be the warmup to beat all the others. That thing is super easy to drive. It always had great handling, and now that's matched with loads of power.



Ran the GT3s around Portland (its the only track I know I have a handle on, so driver error shouldn't be a factor, it's all about the cars)(stock setups, medium track wear and overcast). Got some really interesting results, and the cars all feel so unique. I really like how they feel now, a bit more weight to them. The slight floatiness is gone.
Mclaren 720s 1:09.452
Porsche 911 1:09.610
Bentley Cont 1:09.944
Corvette C7 1:10.057
Audi R8 1:10.229
Ferrari 488 1:10.266
Mercedes 1:10.300*
Radical RCX 1:10.359

-Mclaren was easily the best balanced, like last season. But now the power matches the handling. I only did one lap in the 720 and it was the fastest. No telling what it could do if pushed.
-The 911 is a wild one, but fast. Unlike the 720, I had to push. That time was probably the best lap Ive ever run here, and it was still 2/10ths off the 720.
-The boatley felt awful at first. It feels way heavier and really struggled to change direction. BUT once you've nailed the entry, it's on rails. I could corner faster in that than any car. It's a ton of fun to drive and stoof out as the biggest surprise.
-C7 is still balanced perfectly, it just lacks the unfair speed and braking advantage it had before. Still might be the easiest to drive.
-The audi is as slippery and fun as ever. Nothing has changed. It feels like it will kill the tyres over a race like last season.
-488 is bad. And good. Bad as in performance. I had to work HARD for that time. It lights up the tyres at the slightest throttle input and understeers like it's on ice. But it is a wonder to drive. The weight shifts around like it should and it feels the most like a race car. I absolutely loved driving it, but it's gonna be a struggle to match the others in it.
-the merc is broken. It's decently fast, I know I could have gone faster, but it's nauseating to drive so I bailed on it after a few laps. The front swings around like it's doing a wheelie and the ffb is awful. If you feel repentant for a sin you've done, you could punish yourself by driving this car.
-radical is the weirdest one to drive. It understeers on turn entry then grips and corners really well. But I had to saw the wheel like I was on a dirt track to keep it hooked up at all times. Could definitely go faster with more practice in it

i see too much gap in such a short track, imho you simply not practiced enough with some cars. Ferrari (and other cars) one second slower at Portland definitely doesn't match with CS races even after the BOP. otherwise i would be an alien and i don't think so ;)
 
Thanks for missing the point and calling my comment dumb. Great way to communicate. LMP1 cars won't get obsolete in racing games and racing sims, especialy not as long as they are on the same grid as LMP2 and or GTE cars, that they infact raced against. The Oreca and the Ligier raced against the cars I mentioned and we even have the full selection of GTE cars with a mix of official and 3rd party mods, so I don't know where the problem is to fill a grid? For such a clever person like you it shouldn't be that hard to comprehend.

And the same applies for Camaro. Useless on it's own, but infact it's part of the sim and used in the Apex mod, so it makes perfect sense to update that car. The only thing that could be an obstacle are costs to extend the lisencing deal, something that some people here aren't aware of. I don't know why people see such a big issue in updating content or releasing new content that is a couple of years old but fits into the game. I would have no issues getting more lisenced F1 cars to give the Marussia or the BT44 or BT20 some company. I know lisencing full F1 grids is another discussion, but in theory it makes more sense than what Kunos did with one car from one year.

And of the end of the day real racing cars don't get obsolete. If you've actually visited some of the fantastic historic racing events you should know this. And to be on topic: why update the majority of the GT3 cars mentioned in this changelog? Most of them aren't relevant anymore.
Ah, you have all this time to see that post - well you have too much time in your hands

Still, you missed my point - my point is - O-B-S-O-L-E-T-E as in are you see a Williams FW14 doing F1 this year, not wether it does historic events in the future nor some stupid racing games
 

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